Also if you don't know, you can give objects in the composition a name and put something in their init. There are two sets of "" marks with nothing in them for each object (in the script). First set is spot for name, second is init.

In the example it's called inside the init. I have a named invisible helipad and I just move it around where I need it. If you look at the init you'll see what I named the helipad. Can also be a position array.

In regards to Zues, I think it would have to be an actual mod so it shows up in the lists, though I don't have any actual Zues experience. I will look into it, and if there's a way to make it Zues compatible without making it a mod I will do it. Technically you could still set up all your compositions in a mission then still use Zeus after the fact for other things, though it's probably more work.

So to clarify a little better the code with (position object) is the easiest to use, the "object" would be the name of an object you named in the editor, can be anything, units, objects, probably even a game logic. Here's what's in the example missions init.sqf currently.

z1_base01 is what I named the invisible helipad in the editor, then the script is calling the composition inside the composition folder. "compositions\z1_base01_EMPTY.sqf". So if you wanted multiple compositions you would name another object in the editor etc. The 0.0 after that is the rotation in degress, so you can spin the composition around.

Sorry, I meant "deleteVehicle this;" in the object's init in the mission.sqm See post above.
Edit..
Ok.. "deleteVehicle this;" doesn't work. But that's because your example uses init.sqf.
Perhaps something you can think about for the next update.

So I would load up that base and follow the instructions. If the base isn't in a flat spot you'll need to move it before you capture it. Flat spots are the best. Can you actually see objects in editor if you open that mission or they only in the .sqm?

Also they say to put the code into the players init to capture the objects but I find a trigger is better so everything is spawned nicely before it's captured.

For anyone using these. I noticed that if you place AI around the composition it doesn't always spawn right. It will move objects around, away from the AI. So best to move/spawn your AI into place after the composition spawns so it doesn't spawn weird.

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